Face and Normal Constraint When Moving Vertex/Edge (Like 3DS Max)
You move the vertex and it moves the face. It doesnt make sense for blender because you're trying to snap to the face which you're currently editing. You may try any workaround you like from this list:


use Normal transform orientation and press Shift+Z twice during transform. The most unprecise method, because the vertex's normal is a single directinon, when faces connected to that vertex have multiple normal directions. So it actually doesnt use all faces normals but summary direction of them all.
duplicate an object to use it as a reference for shrinkwrap modifier.
duplicate any vertex and use face snapping. Move your topology to that vertex, using it as a guide point.


3ds max doesnt have that problem